Lock Picking

Lock Picking Solver — Gothic 1 Remake

Calculates a safe move sequence: all pegs to center (hole 4), no wall hits — your lockpick won't break.

A free mini-game solver for the lockpicking puzzle in Gothic 1 Remake. Enter the number of sliders, the starting positions of each peg, and the connections between sliders — the tool will calculate a safe move sequence that brings every peg to the centre without hitting the edge, keeping your lockpick intact. Works right in the browser, no install needed.

How it works — numbering and connections (animation)

Sliders and connections — how it works

The plate with holes moves — the peg stays put · numbered bottom to top

+1 — moves the same way−1 — moves the opposite way
Animation: plates with holes move, peg stays in place Five metal plates in perspective, each with a row of seven holes and a fixed brass peg. The plates with holes move; the peg stays still. Numbered bottom to top, with two connection examples: a neighboring plate moves in the same direction (plus one) or the opposite direction (minus one). 5 +1 4 self 3 +1 −1 2 self 1 −1

Numbered bottom to top: #1 — nearest (bottom), #5 — farthest (top)

Push slider #2 → #3 moves the same way (+1), #1 moves opposite (−1)

Push slider #4 → #5 moves the same way (+1), #3 moves opposite (−1)

Peg stays still, plate moves · same direction = +1 · opposite = −1 · stationary = 0

1. How many sliders does the lock have?

In-game locks have 4 to 7. Slider 1 is the bottom one on screen.

2. Starting peg positions before picking (holes 1–7, center 4 is the goal)

Number the holes as shown on the plate: #1 … #7. Center is 4 — the blue ring.

3. Connections when pushed

Row = the slider you push. In the columns, set what the other sliders do: +1 = same direction, −1 = opposite, 0 = stays put. The "self" cell is fixed. Go through each slider and fill in the table.

4. Solve mode

Guide: how to pick locks in Gothic 1 Remake and how to use the solver

Lock Picking in Gothic 1 Remake — Complete Guide

How the lock works

Picking a lock is a slider puzzle: simple locks have 4 sliders (plates), complex ones up to 7. Each slider has a row of 7 holes and a brass peg. Your goal is to move every peg into the centre — hole 4. When a peg reaches the centre it protrudes outward, signalling that slider is solved.

The sliders are linked to each other. When you push one, the connected sliders move in the same direction (+1), the opposite direction (−1), or stay put (0). That's where the challenge lies — one wrong push can send a neighbouring peg straight into the wall.

Lockpick durability and breakage

A lockpick has 2 durability by default. Every time a peg hits the edge of the lock, it loses one point. When the lockpick breaks the lock resets to its starting position; you can reset it manually at any time with R. Tip: quick-save before picking (F5) and don't exit the lock with an already-damaged pick — it will snap the moment you leave.

Lockpicking skill: Trained and Master

  • Trained — your lockpick withstands 4 edge-hits, and when it breaks the lock does not reset — your progress is saved.
  • Master — your lockpick withstands 6 edge-hits, and each time it breaks one connection inside the lock is removed, making the puzzle easier.

The lockpicking skill is taught by Fingers in the Old Camp: Trained costs 10 learning points and 100 ore, Master costs 20 learning points and 200 ore.

Where to get lockpicks

The most reliable source is the merchants at the Old Camp market. The cheapest option is Mordrag (13 ore each), but he's a New Camp representative and leaves early — Thorus sends him away during the quest "Out of Sight" — so stock up on his picks while you can. Fisk and Dexter sell lockpicks for 15 ore each and stay in camp. Lockpicks can also turn up in chests, barrels, and on fallen enemies.

How to use the solver

  1. Enter the number of sliders in the lock (4–7) — you can tell by counting the plates on the lock screen.
  2. Set the starting position of each peg: which hole (1–7) it sits in before you start picking. The centre is hole 4.
  3. Fill in the connections table: for each slider, mark what the other sliders do when you push it — +1, −1, or 0.
  4. Choose a solve mode and click "Find Solution" — the solver will output a safe move sequence.

The "fewer switches" mode minimises how often you change the active slider (easier to follow in-game by hand); "fewer moves" gives the shortest overall sequence. If you see "No safe path found", the goal cannot be reached within 7 holes without hitting a wall — double-check your connections and starting positions, or reset the lock in-game (R).

Frequently asked questions

Is this cheating?

No. The solver is a third-party helper: it doesn't touch the game or modify any files. It simply suggests a safe sequence for a puzzle you're already solving by hand.

Will my lockpick break if I follow the solution?

If you've entered the connections and starting positions correctly, the sequence won't hit any edges and your lockpick stays intact. Most mistakes come from filling in the connections table incorrectly.

How many sliders can a lock have?

Anywhere from 4 in simple locks up to 7 in the most complex ones. The more sliders and connections there are, the longer the move sequence will be.

Why does the solver say there's no path?

It means no safe sequence can bring all pegs to the centre given those connections and positions. Double-check your input; sometimes it's easiest to reset the lock in-game (R) and re-read the connections from scratch.

Does the solver work on mobile?

Yes. The page runs fully in any mobile or desktop browser — nothing to install, and it's free to use.